Comment by Darthvad

Comment by Kinka

Comment by KusanagiKyo108

the model of the npc look cool but it moves (acording from what i see in wowhead) just like any ogre

Comment by KusanagiKyo108

it turned out the same as it was with High King Maulgar in Gruul's

This one looks cooler though

Comment by SenthaiOverlord

I do like that big X mark he's got on his chest...

Comment by littlejack32698

It's like talking to a guy with a lazy eye, you don't know which eye to talk to.

Comment by Magmarrax

Is it just me when I think this:

When viewed in 3D, he seems to share the same idle animations as Female Tauren.

Comment by Marypoppinz

Heroic not available...yet.

Comment by WoWbob396

Wonder what it is like when they use the bathroom

Comment by Vankor

Cho'gall, First of the Ogre-Magi who, in the First War, led an Orcish clan called the Twilight's Hammer Clan. He has been known to be completely insane even then and his clan is more of a religious cult than an actual clan. They devoted themselves to bringing about the apocalypse and the destruction of everything.As Gul'dan's most loyal servant, he helped him create the first Death Knights and the Altar of Storms and create more Ogre-Magi.

After Gul'dan's betrayal became public, he followed his master to the Tomb of Sargeras in order to obtain the Eye of Sargeras. But he was quickly attacked by Rend and Maim Blackhand and their Black Tooth Grin Clan, sent by Orgrim Doomhammer to punish them for betraying them. Most members of the Twilight's Hammer clan had been killed, but some survived, Cho'gall included and have been thought dead (That's how he got the giant 'X' on his chest).

After their apparent demise, Cho'gall and his clan had somehow been made the pawns of the Old Gods and now work to release them from their imprisonment and destroy the world.

Comment by Aalora

Stop.

Hammertime.

Comment by Nethris

How to: Cho'gall (normal)

Gimmick here is that everyone gets their own "corruption" bar in the same way as in Atramedes' sound bar (Find it under your addons if you cant see it), increased by getting hit by stuff during the encounter and doing nasty things as it fills up. Generally though, you wont really even see it rise before phase 2 unless you fail.

Use 2 tanks, 2-3 healers (6-7 in 25man) and rest dps.

Corruption debuffs:0-25%: Nothing25%: You gain some more corruption each second50%: You puke corruption in a cone in front of you, dealing damage and extra corruption to friendly targets in front of you. Just turn around75%: You spam shadow bolts at random raid members100%: You gain 100% extra damage, spells are instant, but you can not be healed

Corruption is gained by getting hit by all add abilities, standing in dead add pool and continually in p2.

Phase 1 (100-25%)

Before starting on abilities, do note that Cho'gall actually hits quite hard on tank.

Cho'gall himself has a bunch of abilities and he spawns adds which have some as well.When he mind controls players, instantly interrupt the MC'd players to stop the channel. The channel gives cho'gall damage buff that stacks every 3 seconds.Throughout the fight, he will summon fire and shadow elementals and absorb them, giving himself a self buff, shadow causes aoe damage to the raid on every melee hit, fire causes extra damage on tank and some fire appears on the ground.When he uses Cho'galls fury (lazer beamz!), switch tanks to lessen burden on healers.Tank boss close to the north side portal in the room, as the first add spawns from it.When boss casts Fester Blood, small adds spawn from alive adds and pools spawned by dead adds, aoe them down from ranged, dont let them melee the raid.

When the adds spawn, drag it under Cho'gall and DPS switch to it and some players rotate interrupts on the add (if it goes through, damage + corruption in aoe). Also dodge the shadow crashes the adds cast. When the add is about to die, drag it to the very top of the portal part of the room, kill it and move away. Second add spawns on the other side of the room, either move Cho'gall to the other side of the room as well and kill the add there or just drag the add to the same side as the first one and kill it near the first one (helps with aoe in 10man).You should aim for 3 add spawns before phase 2, 4 is perfectly doable but 3 is easy enough with good dps.

Phase 2 (25%-0)

Whole room fills with dark goo and everyone gains corruption each second. No more large adds spawn, but 4 tentacles spawn periodically which need to be interrupted and focused down quickly (the channel reduces all damage/healing done by 75%). Pop heroism and just burn Cho'gall before everyone dies to corruption. Pay attention to your own corruption as well, if you are close to 50, turn away from the raid to prevent huge amounts of raid damage/corruption.

Another boring boss design with a gimmick that doesnt do really anything and the boss itself just does a %^&*load of aoe damage.

Comment by Wiseguy

If your like me and got a heavy modified UI the "Corruptio" bar that is utilised in this encounter is propably in the wrong place.

Comment by Argae

Overview:

The boss has a large arsenal of abilities that he does quite often, and everyone has a Corruption bar, which slowly fills as the fight goes on depending on how bad you are at avoiding the damaging abilities. He spawns an add every so often which, when it dies, leaves a defile-looking voidzone on the floor, and a few little adds are spawned every so often out of each defile-looking voidzone (so more adds the longer the fight goes on as you'll have killed more of the big ones). This is a soft-enrage style of the fight, so the longer you take to get the boss to 25%, the more little adds spawn at a time, and they do pretty high aoe damage and the aoe ticks give you Corruption, so they need to die VERY fast.Another interesting part of the fight is that quite often he mind controls 2 people on 10 man and 5 on 25 and they channel the boss giving him a stacking buff, you need to interrupt those people to break the channel and do it before the boss gets too much of a damage increase. Anything that interrupts the cast will break the CC, knockbacks, stuns, interrupts, silences everything works!Rince and repeat this until 25% when he goes uber mode and makes entire room shadowey and insane aoe damage + tentacles that channel people doing 75% damage and healing reduction for the duration. Interrupt and kill those asap and nuke the boss before he kills you all!

Manaflask.com

Comment by mykeys

In 25 man, this boss is disappointing compared to the Ascendant Council that precedes him (even more if you have many melee in your comp). If your group survives the DPS, healing and awareness check for council, they will have no problems killing this boss, as long they get the idea that "Being on top of interrupt meters wins you the fight".

We went there with 30 minutes left on our raid time for the night, council killed after many wipes. Quick explanation, trap placement, adds, interrupts. We've pulled Cho to learn the fight. Compared to 10 man, adds die instantly. You do not really have to try, they feel like they need more health and you will have plenty of spare time on the boss. We ended up going phase 2 with nobody over 30% corruption, and the tentacles were even more ridiculous to kill. Boss goes down with one death around the corner on the first attempt. We did not feel we were worthy of the tier piece and other five pieces of loot that dropped on that very attempt.

If you're a 25-man guild thinking going 10-man first on this boss, don't. It is not worth your time, at least, not in the current form.

Comment by bitehattori

Just a random something while watching old cartoon intro's and hearing 'Twilight Campaign' reminded me of the Twilight Cult in WoW

They're Cho' and The GallYes, Cho' and The GallOne is a geniusThe other's insane.They're Ogre Magi( I'unno what to put here)Their genes have been splicedThey're dinkyThey're Cho' and The Gall, Gall, Gall, GallGall, Gall, Gall, GallGall.

Before each night is doneTheir plan will be unfurledBy the dawning of the sunThey'll take over Azeroth!.

They're Cho' and The GallYes, Cho' and The GallTheir Twilight CampaignIs easy to explain.To prove their evil worth

Comment by CoreofEvil

He sounds very insane! I like it, especially his less brutal sounding face's audio. The fact that he drops epicly named items such as Cthulhu's Membrane and the Helm of Maddening Whispers only makes Cho'Gall even more crazy.

Comment by Taliwyr

General Boss Information

Cho'gall is a two phase boss, the second phase beginning at 25% and lasting until he's dead.

Throughout the fight you have a corruption bar, at specific points your corruption bar is filled you will gain a potentially raid damaging ability so It's important to keep you're corruption bar low by dodging the multitude of attacks Cho'gall uses to increase it.

The Corruption Bar!A pretty annoying bar that made me move my grid to see it, if you have a really custom UI there are plenty of addons out there that allow you to move the bar (also the sound meter from the Atramedes encounter)

As I mentioned this bar, depending on the % filled of it gives you different abilities.

At 25% you gain a magic debuff that causes you to gain 2 stacks of corrupted blood per second, this must be dispelled

At 50% corruption you begin to channell Corruption: Sickness which deals damage in a frontal cone from you, if you get this make sure to stay away/turn you back against raid members

At 75% you gain Corruption: Malformation which makes a creature on your back cast shadow bolts to nearby raid members, so just move away unless you're a melee dps/tank.

At 100% you become fully corrupted receiving 100% less healing however 100% increased damage and all spells become instant cast

Phase One (100%-25%)This phase is pretty simple once you understand the incredible amount of abilities going on in the fight.

One of the things that should become fairly evident as soon you engage Cho'gall is his Conversion ability. This ability will "convert" 2 people (5 in 25 man) that begin to channel a spell to Cho'gall. This spell MUST be stopped, they can be interrupted just about any way imaginable, normal interrupts, fears ect. If this isn't interrupted fast Cho'gall gains Twisted Devotion which increases damage dealt by him by 10% each stack, lasting 20 seconds.

Periodically throughout this phase Cho'gall will summon a Corrupting Adherent, they need to be killed fast and away from the raid: They spawn at the portals either side of the room, the first spawning at the left, then right, then left. They need to be killed fast because if they are left alive too long they gain Festering Blood which is a nasty AoE. They must be killed, preferably far away from Cho'gall. The adherents only major ability is their Corrupting Crash which is the same as Vezax's shadow crash ability and is noted by black lines rising out of the ground. Make sure to move from them as they cause corruption!

In this phase Cho'gall will sometimes use two spells that do different things:-Flame's Orders (seen by Cho'gall absorbing a fire elemental)Cho'gall deals an extra ~20,000 damage per swing so make sure the tank is topped. He will also spawn fire patches on the ground similar to the fire patches from the Dragon boss in Stonecore, or that the adds on the Beauty encounter in Blackrock Caverns do. These are easy to dodge and should be avoided to prevent raid damage and corruption.-Shadow's Orders (Seen by Cho'gall absorbing a shadow elemental)All this does is add a shadow AoE to each of Cho'galls strikes, it deals about ~15-20k damage and during our kill it only ticked about 3 times each time he used Shadow's Orders.

Throughout phase one and two Cho'gall will cast Fury of Cho'gall which will put a debuff on the tank that lasts 45 seconds which increase damage done against the tank, so be sure to tank swap

The most challenging thing during phase one is the adds that spawn from the blood of the adherents. When Cho'gall casts Festering Blood, he spawns five Congealed Blood of the Old God with 75,000 hp (300,000 in 25 man). These will add coruption to whoever they attack so they should be kited, preferably they should be killed/frozen/slowed on the spot and nuked down by DPS as fast as possible. How long phase one lasts increases the amount of Adherents spawned and therefore the amount of blood spawned, so this acts as the soft enrage to the fight.

Phase Two (25%-100%)

In this phase Cho'gall becomes fully corrupted by the Old Gods and goes a bit mental. He fills the room a black AoE that increases corruption and deals damage every 2 seconds to everyone in the room.

He will also spawn four Darkened Creations that are tentacles, 4 in 10 man (10 in 25 man). These should be killed ASAP as they channel Debilitating Beam which reduces healing and damage done by 75% and do alot of damage.

Heroism and all other cooldowns should be saved until this phase as the longer it goes on the more damage you take and I'm sure the healers won't be happy about that

It's actually a pretty boring fight during the first phase considering the wall of text I just wrote, the second phase however is quite fun :b.

Comment by kri4o

Comment by Yoake

Just wanted to point out a Cho Gall Strategy Guide I made 2 weeks ago (25+ hours of work). I recently incorporated a lot of the tips presented in the comments above (especially of Taliwyr).

It is a step-by-step indepth strategy guide which is easy for fellow raiders that do not want to read a lot of text. Every step in the guide is explained with screenshots. I hope my guide perfectly complement the above Chogall guide.

Comment by cyceros

Comment by blacknwhite

Can we pull it without killing Council first ? Or is the door closed ?

Comment by LeminaAusa

He should have totally said "Cthun pay big for your heads!" when you engage him.

Comment by Hoticehunter

On 10 man, he drops 3 pieces of loot. Two "normal" pieces, and one piece of shoulder tier. Does this mean that he drops 8 pieces on 25 man? 5 normal and 3 shoulder tier? That's... so much loot! O.O

Edit: I hate how legitimate questions get voted down on wowhead simply because they're a question. Then people have to pretend they're playing Jeopardy and just see the answer. So they guess the question and then hit show on the downranked question anyway to see if they guessed the question correctly or not.

Comment by Maven24

5 pieces plus 2 tokens in 25.

Comment by Fushai

The big add despawns once you get Cho'gall to 25 %.

So what we did was to ignore the last add and DPS Cho'gall from 32-35~ % to 25 %. Remember to have an interrupter on the off-tank to avoid too many stacks on him.

Comment by Spoid

as a disc priest, you can make a huge difference in the final stage of the fight, also, since in this fight you mostly use prayer of healing or save tanks from death, it does not hurt too much to go disc.

when the last phase starts, have your mana pool in good shape and cooldowns ready, start spamming power infusion prayer of healings until you find that your raid starts being in trouble and people are actually losing health. Then pop your disc bubble and it will gain your raid many important seconds to burn the boss down. Also, using divine hymn during that (glyphed) bubble time is pretty nice.

Comment by jbstans

One irritating bug we encountered tonight- If the add is spawning when the phase change goes off and spawns after the phase change has completed the add won't be despawned by the black beams and will run amok in your raid. If it's brewing but hasn't actually started running around yet it will miss the 'despawn pulse'.

If you're just going to push it, make sure the add has physically appeared from the portal before you push to 25%.

Comment by Hordrim

Behold the might of the Hammer! (Stop. Hammer time!)

Best boss quote of all times.

Comment by Macecurb

I noticed in the video that his model seems to change in phase two, growing tentacles or something. Could someone post a pic of him like that?

Comment by deadcrusader

he's got that because he's a mutant, Professor X obviously failed to win him for the good side.

Comment by thegrayfox117

Where was this screenshot taken? The Throne of the Apocalypse does not look like that. (darkcypherninja)

Said screenshot has been removed.

Comment by dontrike

I good strat is during phase 2 to tank him near a wall so all of the creations spawn on one side of him, meaning less running around for melee and better grouping for aoe to get them down in about 1/2 the time.

Comment by Yoake

Hello everyone,

Dontrike above me here makes a good remark,

Cho'Galll is considerably easier (especially on 10man) when he is tanked facing the wall. It's a pretty new and unknown strategy. For an indepth analyses on how to do this properly go and check out the following guide: http://25man.com/cata-guides/chogall

shortcut for your guildmates: 25man.com/chogall

Other nice pointers that you may want:

Everyone stacks up behind Cho'Gall, when mc is incoming: taurens use warstomp or a warlock use shadowfury. Since everyone is stacked up MC is instantly removed

When Adherents are incoming, everyone sticks together and a tank pulls the adherent towards the raid, then everyone switch to the adherent and takes the adherent to the stairs or the entrance. Make sure to move out of voidzones. (check out: 25man.com/chogall to see how to do this)

When you have 50 stacks turn away from the raid, you should not just move away, turning is sufficient.

Comment by SanderZammy

1000's of internets and cookies to the one who can find me the quotes (in a '/script PlaySoundFile' macro I mean) for this boss. Thanks in advance =P Stop! Hammer time!

Comment by regolen

So FEW loots! for 25 Considering that 10 men get 3 loots, 30% of people get loots, same for 25 who get 8 items it's about 30% as well.BUT 10 men is a joke compared to the 25 men normal and also the boss HP isn't proportional, it's more than 3 times higher.So it's too bad loot for 25 people who worked harder to get the same ilvl loot.

Comment by Mizetto

Comment by Yoakie

I noticed Cho'Gall is considerably easier when tanked against the wall in phase 2. This makes the tentacles spawn a lot closer to him and makes healing a lot easier. For positionings and how to do this I have found a nice guide at http://25man.com/cata-guides/chogall (shortcut: 25man.com/chogall)

The best way to interrupt mindcontrol is to stack up and let a warlock use shadowfury. The cooldown for this spell is less long than the cooldown for mindcontrol. If everyone is stacked up you can instantly break the mindcontrols.

There is also a good vid of Cho'gall of For The Horde (heroic mode tho) on youtube. It shows how to properly do the fight.

Hopefully this help people master the encounter.

Comment by killars

Comment by Pyroturkey

Tonight, on 25m Normal, as he died, all but about 4 people in the raid died. There was no damage in the combat logs- Not even a "Player dies." Just buffs fading, and then the rez. Anyone else have an issue like this?

Comment by Migis

Working on this at the moment in guild, issues seem to be getting the MC'd worshipers controlled. Is there any way to see maybe through recount or WoL to track who is getting the interupts off, and who is lacking?

Comment by Marco0311

Edward and Jacob in two-headed ogre form?

Comment by killars

Comment by Rednights

Cho'gall Trash - Normal 10m

Faceless Guardians x2

- Tank each where they stand, but spread out so the other tank doesn't run out of room when one a Faceless Guardian uses Pooled Blood.- Each Faceless will alternate using Pooled Blood ... will become a Defile looking pool and will spawn 5 or so gray Slimes. Slimes are stun'able (Shadowfury, Shockwave, and etc) and should be slowed (Binding Totem, Frost Trap, and etc) before they reach the raid.- While this is happening, the Faceless Guardian will be casting AoE Shadowbolts (unavoidable).

Comment by Velean

Our guild always have a lot of priests with us, so usually the interupting is no problems.

However; Have anyone noticed that the warrior fear (Imitidating Shout) does not work?

Pummel, and any sort of interupt does tho, it's a bonus that crowd control works aswell.

Comment by Catalie

Is extremely easy.

Comment by Nemyhk

If a warrior tank uses spell reflection during Cho'galls Flame's Orders, the extra single target fire damage is "deflected" for the duration of Spell Reflection. Does not consume the Spell Reflection charge. Useful for avoiding ~100k damage every Flame Order.

Comment by Blutkrieg

If your raid has many Engineers (ours has five in our ten man), be sure to equip each of them with their own private stock of Frost Grenade, the Engineering Frost Grenade from the Burning Crusade expansion. These little beauties do not require Gnomish or Goblin Engineering; just 325 Engineering at minimum.

The mats are extremely easy to farm for with much of Outland abandoned now. So easy, that I managed to farm two Primal Waters, one stack of Netherweave Cloth (20), and 60 Fel Iron Bars roughly a little over an hour and had a stock of 65 grenades ready. I equipped every Engineer in the raid with 13 grenades.

When Cho'gall used Fester Blood and summoned his adds, we barraged them one after another with the Frost Grenades while our ranged AoE'd and slowed them. Our melee, myself (a Rogue), and our Death Knight also made use of our High-Powered Bolt Gun on the last (and most massive) wave of adds. These two combined essentially demolished the adds enough that ranged easily mopped them up and we went about killing Cho'gall for the first time as a guild.

Comment by yoaka

Another New Strategy for phase 2 is to tank Cho'Gall close to the wall. This ensures that the tentacles spawn close together and on top of each other. There is a comprehensive guide out there that helps a lot for people that want to use this 25man.com/chogall (<= Easy to remember shortcut). It is the most detailed guide I have found on the internet and it helped us master the encounter.

Basically you tank Cho'Gall close to a wall so you can anticipate the tentacles that spawn. Most guilds (especially on 10man) have the most trouble with the last phase. Healers simply can't keep up with the healing. Tanking Cho'Gall close to the wall makes the last phase considerable easier.

Comment by yoaka

Another New Strategy for phase 2 is to tank Cho'Gall close to the wall. This ensures that the tentacles spawn close together and on top of each other. There is a comprehensive guide out there that helps a lot for people that want to use this (25man.com/chogall).

Basically you tank Cho'Gall close to a wall so you can anticipate the tentacles that spawn. Most guilds (especially on 10man) have the most trouble with the last phase. Healers simply can't keep up with the healing. Tanking Cho'Gall close to the wall makes the last phase considerable easier.

Comment by Genitorturer

One of my favorite villains because he reminds me of Thulsa Doom and the Twilight Hammer remind me of the Snake Cult.

"Purging is at last at hand. Day of Doom is here. All that is evil, all their allies; your parents, your leaders, those who would call themselves your judges; those who have lied and corrupted the Earth, they shall all be cleansed."

"You, my children, are the water that will wash away all that has gone before. In your hand, you hold my light, the gleam in the eye of Set. This flame will burn away the darkness, burn you the way to paradise!"

Comment by Bknobbie

Another New Strategy for phase 2 is to tank Cho'Gall close to the wall. This ensures that the tentacles spawn close together and on top of each other. There is a comprehensive guide out there that helps a lot for people that want to use this 25man.com/chogall (<= Easy to remember shortcut). It is the most detailed guide I have found on the internet and it helped us master the encounter.

Basically you tank Cho'Gall close to a wall so you can anticipate the tentacles that spawn. Most guilds (especially on 10man) have the most trouble with the last phase. Healers simply can't keep up with the healing. Tanking Cho'Gall close to the wall makes the last phase considerable easier.

Comment by Lagun

collapse back together so that Conversation can still be handled easily with AoE interrupts

Discussions can lead to wipe when talking about silly things during the fight.

Comment by abbuehl

Comment by christiphorb

Can the Twisted Devotion be dispelled by any means? Spell steal, Heroic shatter, or even tranq shot? I'm in the process of trying this fight with my guild and wasn't sure. Might be an advantage...

Comment by rika076

We've found that putting his back against the wall helps immensly when killing the adds. This is on normal version of course.

Comment by Ryan256

Something we used very effectively in our raids. Blood Elfs.. yeah you... with the rooster hair-do. Remember that racial ability you have that many people don't use? Arcane Torrent? Guess what? It interrupts the Twisted Devotion spell Cho'Gall will cast on your raid. So if your raid is stacked up like it should be during most of this encounter you can interrupt all 3!

Comment by VikariusRobo

Comment by blacknexus94

You do know that Blood Elves Arcane Torrent has a 2 minute cooldown right? So if you had 3 Blood Elves, then yes it would work, but not one by itself.

Comment by Leven

So, which head is Cho and which head is Gall?

Comment by CorvinCorvae

Cho: 2 eyed. gall, 1 eyed. gall is more insane.

Comment by SSTHZero

Guys, can I get some tips to kill Blood of the Old God? Last night, our guild tried the first attempts on Cho'gall, and we always wiped at 48-52% of his HP. At this point, 3 adds already spawned and we could not handle the 15 Blood of the Old God and was the chaos. I tried to DPS+slow with Blizzard+Ice Shards but it was ineffective (are they immune to it?). And their are immune to Ring of Frost too...

Comment by Blutkrieg

Seems that your DPS might be a bit low on Cho'gall; what we do to successfully down him is to leave our highest two DPS (Assassination Rogue, Frost Death Knight) on Cho'gall while the Corrupting Adherent is summoned and active. The Off-Tank takes the large Elite to the back of the room, where he and the other DPS burn it down, all while keeping it chain interrupted (to prevent Depravity and thus prevent Corruption). The DPS and the Off-Tank who were on the add then return to Cho'gall, the Off-Tank taunting off the Main-Tank.

In Wave One of the adds, we have our Hunter and Moonkin kill the slimes, all while the other DPS are burning the boss. On Wave Two of the adds, we have our Mage join in, and use his AoE to help burn the adds. On Wave Three, myself as a Rogue and our Death Knight use our Engineering bombs, Death and Decay, Bolt-Gun, etc. Our Death Knight tank some times is also able to throw down a Death and Decay as he's heading back to Cho'gall for some added damage, but the biggest thing is, is that Cho'gall himself needs to take a great deal of damage.

(The Blood of the Old God can be Slowed via Ice Trap/Ice Shards for example, Snared via Imp. Traps/Earthgrab totem talent/Frost Grenade, Stunned via Shockwave, and best of all, knocked back. Elemental Shamans and Balance Druids excel at handling the adds, because they can effectively "reset" the distance the adds can move, doubling the time you have to AoE them down with Thunderstorm and Typhoon.)

(We found that our massive supply of Engineers in our guild allowed us to use items such as Frost Grenade, High-Powered Bolt Gun, Big Daddy. The "Big Daddy" bomb from Goblin Engineering does extreme damage to targets that are not yet damaged, aka, throw these first on the slimes. We've had events where the slimes didn't even get past spawn due to the enormous damage a barrage of these inflicts.)

Cho'gall is usually at 33-29% for us after Wave Three dies, but the next Corrupting Adherent comes out regardless and the Off-Tank picks it up and chain interrupts it. All the DPS remain on Cho'gall and push him into Phase 2.

Comment by SSTHZero

On the last day of tries, a warrior and a rogue dpsed Cho'gall all time, and with a Hunter trap we successful got through phase 1 and let him with 3% HP on the best try =(

Comment by Fullmaster

Comment by Tocacz

Hi, does anyone know if can interrupt Chogalls MCs?

Comment by Glahmgold

Nope nope. that big X is where Ken and Ryu gave him double dragon punch like Sagat.... Sho'RyuKen!

Comment by oscarucb

For the 10-man encounter, handling Conversion (aka Worship) is greatly simplified if every player with a ranged interrupt makes a macro like the ones below. Then when worship occurs everyone simply mashes their macro and they don't even have to target the affected players - the interrupt will automatically be applied to an affected raid member. Note that since most interrupts are frontal, interrupters should ensure they are stacking such that they face the majority of the raid.

Death Knight: (Ideally talented and glyphed for Death Grip)/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip/cast Death Grip

The same pattern can be applied to every class's ranged interrupt, ie:Warlock : Death CoilHunter: Scatter ShotMage: CounterspellDruid: CycloneProt Pally: Avenger's Shieldetc.

This style macro can also be used with melee interrupts (Rebuke, Pummel, etc) although in that case you obviously need to be in melee range of the target and facing it.

Note that when choosing your primary interrupters, you should consider the following:

You need at LEAST 3 toons trying for every interrupt, as he MCs 2 people at a time.

The MC's can arrive as short as about 25 sec apart, so only interrupts with a shorter CD are absolutely reliable

Primary Interruptors should consider glyphing/talenting their interrupt if appropriate

Fear / stun / scatter interrupts are effective, but not ideal because they incapacitate the target for several additional seconds - which may be dangerous if they are a tank healer or standing in the path of a Corrupting Crash or a Congealed Blood of the Old God

Single-target, spell-lock style interrupts are ideal because they are usually instant cast and off the gcd, and since the "Worship" cast being interrupted is not part of any player spell school it should not in any way hinder the target once they are freed

Ideally almost everyone in the raid should have an interrupt ready to use, especially during the add kiting where range can be an issue

Aoe interrupts (eg Warrior Shockwave, Priest/Warlock/Warrior fear) are handy during the burn phases, but are not reliable during add kiting

Comment by Niqita

Killed today, with almost no knowledge of the fight. Nerfed to the ground.

Comment by cooespooh

Be careful when Cho'gath uses Feast. The ability deals True damage which, as we all know, cannot be reduced by armor or magic resistance. If he kills his target with Feast, he will increase in size and have additional health. The only way to get rid of this is to kill him, which will reduce the number of stacks for when he respawns.

Also, be careful of his targeted knock-up effect; it's a bit of a jerk of an ability and will reveal you if you're hit by it in a bush.

In addition, his attacks do frontal-cone AoE damage, so you need to be careful of that; it makes him an excellent farmer and a big threat.

Finally, his frontal-cone silence ability gives him a lot of player control, so you need to be careful of that when focusing on non-Cho'gath targets.

Comment by Eillesthis

With two of these equipped you can fire off Multi-Shots almost continuously, as the Auto Shots between them help kill off your target quickly, refreshing you for the next Multi-Shot. If you're laying traps the free Explosive Shots from accelerate the process. Once you get going your new target is that much closer to death from the previous Multi-Shots, so at the end the adds are dying in rapid succession and you're only limited by GCD.

The benefit outweighs the loss of two 359 or 378 trinkets if you're on add duty, since add control is more important than your contribution to the boss on the burn phase, and anyway the sooner the adds are down the sooner you're back to dps-ing the boss.

Comment by NeremWorld

While tanking Cho'gall yesterday, I noticed something quite interesting - I had been MISSED by one of the Fury of Cho'gall debuffs - either I dodged the attack range somehow or I got a Miss I dunno but I only had one of the debuffs on me.

Comment by westonjust

first heroic kill on january 16th by for the horde1.for the horde2.Dream ParagonThe fight is easy to do to have a tank face cho gall away from the raid, and the raid stacks behind him. There will be a fire ring that does 25k dps in a 8 yard radius. You do this for a while then adds start apearing in the west and east side of the room, the off tank should tank the add to the entry to cho gall's lair up above the stairs for 6-7 adds will spawn in a dark spinning pool and dps have to AoE them down as fast as possible. The add will then spawn on the opposite side after that and you should do this 3 times if the fight is done properly with the right amount of dps. After that cho gall will summon the power from those adds and then the ground will be covered in a purple smoke doing 7.5k dps which is unavoidable. There will be 4 adds that spawn, and they should be interrupted and killed as soon as possible. The tank should have cho gall up near his throne faced away from the raid. Dps should kill the adds as soon as possible and then swith to cho gall. Repeat this 3-5 times and cho gall should be dead. THIS IS THE FIGHT FOR NORMAL, NOT HEROIC

Comment by Dartherin

Interesting. If you click "view in 3d" and click java quality he (they?) actually has (have?) a dance animation.

Comment by xiaopig

The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time. www.swtorcreditus.com The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time.

Comment by xiaopig

wow really great

The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time. swtorcreditus.com The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time.

Comment by Crazyrussian97

Look at his 'View in 3D" dance emote. I laughed the first time I saw it, it's so unexpected to have such a fearsome enemy have such moves o.O

Comment by ffxprincess

Is the only way to get to this guy through a dungeon? I finished killing his little peon on the mountain, and then the quest chain just ended. Sad...

Comment by FelixTheGreat

Cho'gall is a two-headed ogre - alongside Blackheart, one of the first seen in many generations - and was trained in the arts of the arcane by the warlock Gul'dan, who aided the struggling ogre in mastering the powers of the Twisting Nether. In time, Cho'gall became one of the most feared and venerated members of the Old Horde during the First and Second Wars against the humans.

Cho'gall became the Chieftain of an orc clan after the previous one was executed for disobeying the Shadow Council. Cho'gall renamed the clan as the Twilight's Hammer, while all records of both the clan's old name and the chieftain's one were destroyed.

Though Cho'gall was extremely powerful, he was also dangerously insane. The clan, less of a tribe and more of a religious cult, was devoted to bringing about the apocalypse. In his capacity as a chieftain and as the right hand of Gul'dan, Cho'gall aided his master in the creation of the death knights and the Altars of Storms, and in the transformation of normal ogres into ogre magi.

Cho'gall and the Twilight's Hammer followed Gul'dan and the Stormreaver Clan when the warlock went to discover the Tomb of Sargeras. Though he did not enter the tomb himself, Cho'gall was assaulted while defending Gul'dan from the Black Tooth Grin led by Rend and Maim, the sons of Blackhand, who had been sent by Orgrim Doomhammer to destroy the traitor clans that had abandoned the war on the Alliance just before the final push on Capital City. While many perished on the Broken Isles, some members of the Twilight's Hammer clan were able to survive, including Cho'gall, who had long been presumed dead at the hands of the sons of Blackhand and their Black Tooth Grin clan. Lore from WoWWiki

Comment by MABGamer6407

Go to his 3D Model, click Dance. Priceless!

Comment by Stabhorn

Comment by maely

This guy (and BoT in general) is not very difficult to solo on 10N as a Disc Priest. On Cho'gall, kill all the adds ASAP, but the most important one is the tentacle add he summons at 25% HP. It's named Darkened Creation, and it has ~154k HP. Save a Penance CD just for it. Nuke it, then Cho'gall, and with enough DPS he should die before he summons another one.

Comment by Bishey

After the 6.0.2 patch, this guy is a joke to solo. However, using Rune of Power as a mage causes Conversion to be cast on you, resulting in the encounter being reset. I managed to kill him after not using Rune of Power.

Comment by bluudbath

Comment by kabookiejoe

Has anyone else noticed he sounds exactly like the Joker in Arkham Asylum, City and Origins

Comment by mjmill4

Solo'd as a 551 SMF warrior. I accidentally left a shield in my OH from doing the rest of the instance as prot and still dropped him in 60 seconds ignoring adds. I did WW quite a bit but only because my RB/WS require an OH weapon and I was there like an idiot without one.

Comment by AikaRed

Solo'd 25m heroic as a 581 prot pally. If you are having trouble on this boss as ret, i suggest going prot. I got full corruption mid fight and he did no damage to me while i was the minion. Obviously you want to delay full corruption as late as you can by killing the adds he spawns and moving out of the pool after they die. If you get turned you should spam SoR and save LoH/other cooldowns till you get really low if you need them. My buffs used were drums, str flask/pots, kings, and seal of insight.

Comment by lance171

Comment by streathh

Comment by Xexji

For everyone having problems soloing this fight, here's what to do:

1. If you have a pet, dismiss it2. Go into melee range. THAT MEANS INSIDE THE JAW, PAST THE TEETH. I didn't understand that the first few times and Cho'Gall kept doing Conversion.3. Hit him until he stops moving.

EDIT: Addendum; if you're confident enough in your DPS, then dismissing your pet (if you have one) won't be necessary. I soloed Cho'Gall on 10man heroic with my pet out, and still didn't have any issues. But if you're unsure or if you don't want to chance it, dismissing your pet will guarantee he can't hit you with Conversion.

Comment by Mystterious

If you try to kill him before others bosses IT WONT WORK!

Comment by Goddessa39

Lvl 100, never done this solo. Took me a few tries as a warlock. basically dismiss pet, get in melee range, and burn.

Comment by jeffcooper

Was able to solo on lvl 95, i544 Hunter…barely. Handling Conversion is simple enough. Mitigating damage was not (111k health). It took me a few attempts to work it out but burning Murder of Crows and Dire Beast right away was vital, as well as having Glyph of Deterrence.

Comment by fosley

Did 25H as a 630 demo lock. Started the fight with nearly full fury from clearing the room, used my felguard to tank him, then burned everything I had straight into him. I got full corruption but burned him before anything happened.

Comment by hekt0r4889

: If you are trying to do this as a hunter, just respecc to MM and kill him using the tips mentioned in the other comments (walk in to the teeth). BM single target damage is woeful. Survival should work as well.

Cho'gall yells: Brother, we are shattered. (But the Master... I still hear... so angry... Master...?)

Cho'gall yells: Brother, we are shattered. Let her finish them. (The Master does not want them near her... Brother? The Master seethes...)

Cho'gall yells: Enough! (To His will all flesh succumbs. From His kingdom, chaos comes.) Yes - what he said.

Cho'gall yells: Everyone succumbs in the end.

Cho'gall yells: Foolish mortals-(Usurper's children!) nothing you have done- (Spawn of a lesser god!) I am TRYING to speak here. (Words, words, words. The Master wants murder.) ALL falls to chaos. ALL will be destroyed. (Chaos, chaos!) Your work here today changes nothing. (Chaos, chaos, all things end) No mortal may see what you have and live. Your end has come.

Cho'gall yells: Give me your strength!

Cho'gall yells: More. More!

Cho'gall yells: Now the Master has them.

Related

Heroic

Deadly

Important

Tank

DPS

Healer

Interruptible

Magic

Curse

Poison

Disease

Enrage

Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.

Exposure to several of Cho'gall's abilities increases a player's Corruption level. For each point of Corruption they have, players suffer 2% additional damage from Cho'gall's Corruption of the Old God ability.

Conversion
– Cho'gall beckons to the weak of mind, causing random players to abandon their loyalties and begin to Worship Cho'gall. Worshipping Cho'gall grants him one application of Twisted Devotion every 3 sec.

Corrupting Crash
– The Corrupting Adherent lobs a shadow missile at the ground beneath a random player, inflicting 9828 to 10332 Shadow damage to all players within 8 yards of the impact. Players hit by the Corrupting Crash gain Corruption.

Spilled Blood of the Old God
– When Cho'gall casts Fester Blood, corpses of Corrupting Adherents dissolve into pools of black bile. Any players in contact with these pools suffer 4095 to 4305 Shadow damage per 1 sec. and gain Corruption.

Fester Blood
– Cho'gall festers the blood of all Corrupting Adherents, causing pools of Spilled Blood of the Old God to form into animated oozes. Fester Blood also causes the dark blood of any living Corrupting Adherents to boil, causing the Festering Blood effect.

Festering Blood
– When Cho'gall uses Fester Blood, the dark blood of any living Corrupting Adherents sprays out from their bodies, inflicting 9555 to 10045 Shadow damage every 2 sec to all players within 20 yards. Players damaged by this ability will gain Corruption.

Blood of the Old God
– The Corrupting Adherents' blood congeals into numerous vile oozes, each of which fixates on a random player and moves towards them. The animated Blood of the Old God raises the Corruption level of any target they melee.

When Cho'gall reaches 25% health, he calls upon the full powers of the Old Gods. He absorbs the dark energies of any remaining Corrupting Adherents and pools of Spilled Blood of the Old God, then transforms himself into a twisted creature.

Fury of Cho'gall
– Cho'gall blasts his current target, inflicting 5460 to 5740 Shadow and 5460 to 5740 Physical damage, and increasing Physical and Shadow damage taken by 20% for 1 min.

Corruption of the Old God
– Cho'gall fills the room with tendrils of shadowy corruption, inflicting 1365 to 1435 Shadow damage every 2 sec to all players and gradually increasing their Corruption level. Players suffer 2% additional damage from Corruption of the Old God for each point of their Corruption.